mirror of
https://github.com/DrBeef/Raze.git
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861 lines
24 KiB
C++
861 lines
24 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "gamecontrol.h"
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#include "v_video.h"
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#include "dukeactor.h"
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EXTERN_CVAR(Float, m_sensitivity_x)
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EXTERN_CVAR(Float, m_yaw)
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BEGIN_DUKE_NS
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// State timer counters.
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static InputPacket loc; // input accumulation buffer.
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//---------------------------------------------------------------------------
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//
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// handles all HUD related input, i.e. inventory item selection and activation plus weapon selection.
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//
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// Note: This doesn't restrict the events to WW2GI - since the other games do
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// not define any by default there is no harm done keeping the code clean.
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//
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//---------------------------------------------------------------------------
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void hud_input(int plnum)
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{
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int i, k;
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uint8_t dainv;
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player_struct* p;
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p = &ps[plnum];
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auto pact = p->GetActor();
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i = p->aim_mode;
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p->aim_mode = !PlayerInput(plnum, SB_AIMMODE);
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if (p->aim_mode < i)
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p->sync.actions |= SB_CENTERVIEW;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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p->backupweapon();
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if (isRR())
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->last_pissed_time == 0)
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{
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if (!isRRRA() || p->GetActor()->spr.extra > 0)
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{
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p->last_pissed_time = 4000;
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S_PlayActorSound(437, pact);
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if (p->GetActor()->spr.extra <= gs.max_player_health - gs.max_player_health / 10)
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{
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p->GetActor()->spr.extra += 2;
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p->last_extra = p->GetActor()->spr.extra;
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p->resurrected = true;
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}
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else if (p->GetActor()->spr.extra < gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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}
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}
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}
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else
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_QUICKKICK, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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p->quick_kick = 14;
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if (!p->quick_kick_msg && plnum == screenpeek) FTA(QUOTE_MIGHTY_FOOT, p);
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p->quick_kick_msg = true;
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}
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}
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}
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if (!PlayerInput(plnum, SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!PlayerInputBits(plnum, SB_INTERFACE_BITS))
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p->interface_toggle_flag = 0;
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else if (p->interface_toggle_flag == 0)
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{
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p->interface_toggle_flag = 1;
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// Don't go on if paused or dead.
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if (paused) return;
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if (p->GetActor()->spr.extra <= 0) return;
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// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
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if (PlayerInput(plnum, SB_INVUSE) && p->newOwner == nullptr)
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_INVENTORY, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (p->inven_icon > ICON_NONE && p->inven_icon <= ICON_HEATS) PlayerSetItemUsed(plnum, p->inven_icon);
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}
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}
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if (!isRR() && PlayerUseItem(plnum, ICON_HEATS))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0 && p->heat_amount > 0)
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{
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p->heat_on = !p->heat_on;
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p->inven_icon = 5;
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S_PlayActorSound(NITEVISION_ONOFF, pact);
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FTA(106 + (!p->heat_on), p);
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}
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}
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if (PlayerUseItem(plnum, ICON_STEROIDS))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_USESTEROIDS, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (p->steroids_amount == 400)
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{
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p->steroids_amount--;
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S_PlayActorSound(DUKE_TAKEPILLS, pact);
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p->inven_icon = ICON_STEROIDS;
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FTA(12, p);
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}
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}
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return;
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}
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if (PlayerInput(plnum, SB_INVPREV) || PlayerInput(plnum, SB_INVNEXT))
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{
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p->invdisptime = 26 * 2;
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if (PlayerInput(plnum, SB_INVNEXT)) k = 1;
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else k = 0;
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dainv = p->inven_icon;
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i = 0;
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CHECKINV1:
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if (i < 9)
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{
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i++;
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switch (dainv)
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{
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case 4:
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if (p->jetpack_amount > 0 && i > 1)
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break;
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if (k) dainv = 5;
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else dainv = 3;
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goto CHECKINV1;
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case 6:
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if (p->scuba_amount > 0 && i > 1)
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break;
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if (k) dainv = 7;
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else dainv = 5;
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goto CHECKINV1;
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case 2:
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if (p->steroids_amount > 0 && i > 1)
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break;
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if (k) dainv = 3;
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else dainv = 1;
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goto CHECKINV1;
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case 3:
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if (p->holoduke_amount > 0 && i > 1)
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break;
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if (k) dainv = 4;
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else dainv = 2;
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goto CHECKINV1;
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case 0:
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case 1:
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if (p->firstaid_amount > 0 && i > 1)
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break;
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if (k) dainv = 2;
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else dainv = 7;
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goto CHECKINV1;
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case 5:
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if (p->heat_amount > 0 && i > 1)
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break;
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if (k) dainv = 6;
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else dainv = 4;
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goto CHECKINV1;
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case 7:
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if (p->boot_amount > 0 && i > 1)
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break;
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if (k) dainv = 1;
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else dainv = 6;
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goto CHECKINV1;
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}
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}
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else dainv = 0;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if (PlayerInput(plnum, SB_INVPREV))
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{
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SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
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OnEvent(EVENT_INVENTORYLEFT, plnum, nullptr, -1);
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dainv = GetGameVarID(g_iReturnVarID, nullptr, plnum).safeValue();
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}
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if (PlayerInput(plnum, SB_INVNEXT))
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{
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SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
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OnEvent(EVENT_INVENTORYRIGHT, plnum, nullptr, -1);
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dainv = GetGameVarID(g_iReturnVarID, nullptr, plnum).safeValue();
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}
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p->inven_icon = dainv;
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// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
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static const uint8_t invquotes[] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE, QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS };
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if (dainv >= 1 && dainv < 8) FTA(invquotes[dainv - 1], p);
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}
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int weap = PlayerNewWeapon(plnum);
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if (weap > 1 && p->kickback_pic > 0)
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p->wantweaponfire = weap - 1;
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// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
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fi.selectweapon(plnum, weap);
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if (PlayerInput(plnum, SB_HOLSTER))
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{
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if (p->curr_weapon > KNEE_WEAPON)
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{
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if (p->holster_weapon == 0 && p->weapon_pos == 0)
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{
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p->holster_weapon = 1;
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p->weapon_pos = -1;
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FTA(QUOTE_WEAPON_LOWERED, p);
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}
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else if (p->holster_weapon == 1 && p->weapon_pos == -9)
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{
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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FTA(QUOTE_WEAPON_RAISED, p);
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}
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}
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}
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if (PlayerUseItem(plnum, ICON_HOLODUKE) && (isRR() || p->newOwner == nullptr))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_HOLODUKEON, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (!isRR())
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{
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if (p->holoduke_on == nullptr)
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{
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if (p->holoduke_amount > 0)
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{
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p->inven_icon = 3;
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auto pactor =
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CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ().plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->GetActor()->spr.Angles.Yaw, 0., 0., nullptr, 10);
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pactor->temp_data[3] = pactor->temp_data[4] = 0;
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p->holoduke_on = pactor;
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pactor->spr.yint = plnum;
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pactor->spr.extra = 0;
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FTA(QUOTE_HOLODUKE_ON, p);
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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}
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else FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
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}
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else
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{
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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p->holoduke_on = nullptr;
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FTA(QUOTE_HOLODUKE_OFF, p);
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}
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}
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else // In RR this means drinking whiskey.
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{
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if (p->holoduke_amount > 0 && p->GetActor()->spr.extra < gs.max_player_health)
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{
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p->holoduke_amount -= 400;
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p->GetActor()->spr.extra += 5;
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if (p->GetActor()->spr.extra > gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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p->drink_amt += 5;
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p->inven_icon = 3;
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if (p->holoduke_amount == 0)
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checkavailinven(p);
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if (p->drink_amt < 99 && !S_CheckActorSoundPlaying(pact, 425))
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S_PlayActorSound(425, pact);
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}
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}
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}
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}
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if (isRR() && PlayerUseItem(plnum, ICON_HEATS) && p->newOwner == nullptr)
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (p->yehaa_timer == 0)
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{
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p->yehaa_timer = 126;
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S_PlayActorSound(390, pact);
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p->noise_radius = 1024;
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madenoise(plnum);
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if (p->cursector->lotag == 857)
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{
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if (p->GetActor()->spr.extra <= gs.max_player_health)
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{
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p->GetActor()->spr.extra += 10;
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if (p->GetActor()->spr.extra >= gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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}
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}
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else
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{
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if (p->GetActor()->spr.extra + 1 <= gs.max_player_health)
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{
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p->GetActor()->spr.extra++;
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}
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}
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}
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}
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}
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if (PlayerUseItem(plnum, ICON_FIRSTAID))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_USEMEDKIT, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (p->firstaid_amount > 0 && p->GetActor()->spr.extra < gs.max_player_health)
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{
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if (!isRR())
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{
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int j = gs.max_player_health - p->GetActor()->spr.extra;
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if (p->firstaid_amount > j)
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{
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p->firstaid_amount -= j;
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p->GetActor()->spr.extra = gs.max_player_health;
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p->inven_icon = 1;
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}
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else
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{
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p->GetActor()->spr.extra += p->firstaid_amount;
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p->firstaid_amount = 0;
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checkavailinven(p);
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}
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S_PlayActorSound(DUKE_USEMEDKIT, pact);
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}
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else
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{
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int j = 10;
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if (p->firstaid_amount > j)
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{
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p->firstaid_amount -= j;
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p->GetActor()->spr.extra += j;
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if (p->GetActor()->spr.extra > gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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p->inven_icon = 1;
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}
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else
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{
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p->GetActor()->spr.extra += p->firstaid_amount;
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p->firstaid_amount = 0;
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checkavailinven(p);
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}
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if (p->GetActor()->spr.extra > gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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p->drink_amt += 10;
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if (p->drink_amt <= 100 && !S_CheckActorSoundPlaying(pact, DUKE_USEMEDKIT))
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S_PlayActorSound(DUKE_USEMEDKIT, pact);
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}
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}
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}
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}
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if (PlayerUseItem(plnum, ICON_JETPACK) && (isRR() || p->newOwner == nullptr))
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_USEJETPACK, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() == 0)
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{
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if (!isRR())
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{
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if (p->jetpack_amount > 0)
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{
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p->jetpack_on = !p->jetpack_on;
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if (p->jetpack_on)
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{
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p->inven_icon = 4;
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S_StopSound(-1, pact, CHAN_VOICE); // this will stop the falling scream
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S_PlayActorSound(DUKE_JETPACK_ON, pact);
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FTA(QUOTE_JETPACK_ON, p);
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}
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else
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{
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p->hard_landing = 0;
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p->vel.Z = 0;
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S_PlayActorSound(DUKE_JETPACK_OFF, pact);
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S_StopSound(DUKE_JETPACK_IDLE, pact);
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S_StopSound(DUKE_JETPACK_ON, pact);
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FTA(QUOTE_JETPACK_OFF, p);
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}
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}
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else FTA(QUOTE_JETPACK_NOT_FOUND, p);
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}
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else
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{
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// eat cow pie
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if (p->jetpack_amount > 0 && p->GetActor()->spr.extra < gs.max_player_health)
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{
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if (!S_CheckActorSoundPlaying(pact, 429))
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S_PlayActorSound(429, pact);
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p->jetpack_amount -= 100;
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if (p->drink_amt > 0)
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{
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p->drink_amt -= 5;
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if (p->drink_amt < 0)
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p->drink_amt = 0;
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}
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if (p->eat < 100)
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{
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p->eat += 5;
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if (p->eat > 100)
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p->eat = 100;
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}
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p->GetActor()->spr.extra += 5;
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p->inven_icon = 4;
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if (p->GetActor()->spr.extra > gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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if (p->jetpack_amount <= 0)
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checkavailinven(p);
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}
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}
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}
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}
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if (PlayerInput(plnum, SB_TURNAROUND) && p->Angles.YawSpin == nullAngle && p->on_crane == nullptr)
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{
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SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
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OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, nullptr, plnum).value() != 0)
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{
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p->sync.actions &= ~SB_TURNAROUND;
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Main input routine.
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// This includes several input improvements from EDuke32, but this code
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// has been mostly rewritten completely to make it clearer and reduce redundancy.
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//
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//---------------------------------------------------------------------------
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#if 0
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enum
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{
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TURBOTURNTIME = (TICRATE/8), // 7
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NORMALTURN = 15,
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PREAMBLETURN = 5,
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NORMALKEYMOVE = 40,
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MAXVEL = ((NORMALKEYMOVE*2)+10),
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MAXSVEL = ((NORMALKEYMOVE*2)+10),
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MAXANGVEL = 1024, // 127
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MAXHORIZVEL = 256, // 127
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};
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#endif
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enum
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{
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MAXVELMOTO = 120,
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VEHICLETURN = 20
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};
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//---------------------------------------------------------------------------
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//
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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static void processInputBits(player_struct *p, ControlInfo* const hidInput)
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{
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// Set-up crouch bools.
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int const sectorLotag = p->insector() ? p->cursector->lotag : 0;
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bool const crouchable = sectorLotag != ST_2_UNDERWATER && (sectorLotag != ST_1_ABOVE_WATER || p->spritebridge);
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bool const disableToggle = p->jetpack_on || (!crouchable && p->on_ground) || (isRRRA() && (p->OnMotorcycle || p->OnBoat));
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ApplyGlobalInput(loc, hidInput, crouchable, disableToggle);
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if (isRR() && (loc.actions & SB_CROUCH)) loc.actions &= ~SB_JUMP;
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if (p->OnMotorcycle || p->OnBoat)
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{
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// mask out all actions not compatible with vehicles.
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loc.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
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SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) // this shares a bit with another function so cannot be in the common code.
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loc.actions |= SB_QUICK_KICK;
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if ((isRR() && p->drink_amt > 88)) loc.actions |= SB_LOOK_LEFT;
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if ((isRR() && p->drink_amt > 99)) loc.actions |= SB_LOOK_DOWN;
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}
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}
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//---------------------------------------------------------------------------
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//
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// split out for readability
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//
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//---------------------------------------------------------------------------
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static FAngle motoApplyTurn(player_struct* p, ControlInfo* const hidInput, bool const kbdLeft, bool const kbdRight, double const factor)
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{
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double turnvel = 0;
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p->oTiltStatus = p->TiltStatus;
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if (p->MotoSpeed == 0 || !p->on_ground)
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{
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resetTurnHeldAmt();
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if (kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
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{
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p->TiltStatus -= (float)factor;
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if (p->TiltStatus < -10)
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p->TiltStatus = -10;
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}
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else if (kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
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{
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p->TiltStatus += (float)factor;
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if (p->TiltStatus > 10)
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p->TiltStatus = 10;
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}
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}
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else
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{
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
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{
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double const velScale = 3. / 10;
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auto const baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dz < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
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{
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p->TiltStatus -= (float)factor;
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if (p->TiltStatus < -10)
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p->TiltStatus = -10;
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if (kbdLeft)
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turnvel -= isTurboTurnTime() && p->MotoSpeed > 0 ? baseVel : baseVel * velScale;
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if (hidInput->mouseturnx < 0)
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turnvel -= Sgn(baseVel) * sqrt((p->MotoSpeed > 0 ? abs(baseVel) : abs(baseVel) * velScale) * -(hidInput->mouseturnx / factor) * 2.);
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if (hidInput->dyaw < 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->dyaw;
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updateTurnHeldAmt(factor);
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}
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
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{
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p->TiltStatus += (float)factor;
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if (p->TiltStatus > 10)
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p->TiltStatus = 10;
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if (kbdRight)
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turnvel += isTurboTurnTime() && p->MotoSpeed > 0 ? baseVel : baseVel * velScale;
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if (hidInput->mouseturnx > 0)
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turnvel += Sgn(baseVel) * sqrt((p->MotoSpeed > 0 ? abs(baseVel) : abs(baseVel) * velScale) * (hidInput->mouseturnx / factor) * 2.);
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if (hidInput->dyaw > 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->dyaw;
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updateTurnHeldAmt(factor);
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}
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}
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else
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{
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resetTurnHeldAmt();
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if (p->TiltStatus > 0)
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p->TiltStatus -= (float)factor;
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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}
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if (fabs(p->TiltStatus) < factor)
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p->TiltStatus = 0;
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return FAngle::fromBuild(turnvel * factor);
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}
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//---------------------------------------------------------------------------
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//
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// same for the boat
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//
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//---------------------------------------------------------------------------
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static FAngle boatApplyTurn(player_struct *p, ControlInfo* const hidInput, bool const kbdLeft, bool const kbdRight, double const factor)
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{
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double turnvel = 0;
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p->oTiltStatus = p->TiltStatus;
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if (p->MotoSpeed)
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{
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
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{
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double const velScale = !p->NotOnWater? 1. : 6. / 19.;
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auto const baseVel = +VEHICLETURN * velScale;
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
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{
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if (!p->NotOnWater)
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{
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p->TiltStatus -= (float)factor;
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if (p->TiltStatus < -10)
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p->TiltStatus = -10;
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}
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if (kbdLeft)
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turnvel -= isTurboTurnTime() ? baseVel : baseVel * velScale;
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if (hidInput->mouseturnx < 0)
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turnvel -= Sgn(baseVel) * sqrt(abs(baseVel) * -(hidInput->mouseturnx / factor) * 2.);
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if (hidInput->dyaw < 0)
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turnvel += baseVel * hidInput->dyaw;
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updateTurnHeldAmt(factor);
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}
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
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{
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if (!p->NotOnWater)
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{
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p->TiltStatus += (float)factor;
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if (p->TiltStatus > 10)
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p->TiltStatus = 10;
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}
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if (kbdRight)
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turnvel += isTurboTurnTime() ? baseVel : baseVel * velScale;
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if (hidInput->mouseturnx > 0)
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turnvel += Sgn(baseVel) * sqrt(abs(baseVel) * (hidInput->mouseturnx / factor) * 2.);
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if (hidInput->dyaw > 0)
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turnvel += baseVel * hidInput->dyaw;
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updateTurnHeldAmt(factor);
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}
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}
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else if (!p->NotOnWater)
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{
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resetTurnHeldAmt();
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if (p->TiltStatus > 0)
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p->TiltStatus -= (float)factor;
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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}
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else if (!p->NotOnWater)
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{
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resetTurnHeldAmt();
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if (p->TiltStatus > 0)
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p->TiltStatus -= (float)factor;
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else if (p->TiltStatus < 0)
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p->TiltStatus += (float)factor;
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}
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if (fabs(p->TiltStatus) < factor)
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p->TiltStatus = 0;
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return FAngle::fromBuild(turnvel * factor);
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}
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//---------------------------------------------------------------------------
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//
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// much of this was rewritten from scratch to make the logic easier to follow.
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//
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//---------------------------------------------------------------------------
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static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, InputPacket& input, double const scaleAdjust)
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{
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bool const kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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bool const kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
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// Cancel out micro-movement
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if (fabs(hidInput->mouseturnx) < (m_sensitivity_x * m_yaw * backendinputscale() * 2.f)) hidInput->mouseturnx = 0;
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p->vehTurnLeft = kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw < 0;
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p->vehTurnRight = kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw > 0;
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if (p->OnBoat || !p->moto_underwater)
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{
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p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dz, 1.f);
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p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dz, 1.f);
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p->vehBraking = buttonMap.ButtonDown(gamefunc_Run);
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}
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if (p->OnMotorcycle)
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{
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input.avel = motoApplyTurn(p, hidInput, kbdLeft, kbdRight, scaleAdjust).Degrees();
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if (p->moto_underwater) p->MotoSpeed = 0;
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}
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else
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{
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input.avel = boatApplyTurn(p, hidInput, kbdLeft, kbdRight, scaleAdjust).Degrees();
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}
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loc.fvel = clamp<float>((float)p->MotoSpeed, -(MAXVELMOTO >> 3), MAXVELMOTO) * (1.f / 40.f);
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loc.avel += input.avel;
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}
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//---------------------------------------------------------------------------
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//
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// finalizes the input and passes it to the global input buffer
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//
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//---------------------------------------------------------------------------
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static void FinalizeInput(player_struct *p, InputPacket& input)
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{
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if (gamestate != GS_LEVEL || movementBlocked(p) || p->GetActor()->spr.extra <= 0 || (p->dead_flag && !ud.god && !p->resurrected))
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{
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// neutralize all movement when not in a game, blocked or in automap follow mode
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loc.fvel = loc.svel = 0;
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loc.avel = loc.horz = 0;
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input.avel = input.horz = 0;
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}
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else
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{
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if (p->on_crane != nullptr)
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{
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loc.fvel = input.fvel = 0;
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loc.svel = input.svel = 0;
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}
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if (p->newOwner != nullptr || p->on_crane != nullptr)
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{
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loc.avel = input.avel = 0;
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}
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if (p->newOwner != nullptr || (p->sync.actions & SB_CENTERVIEW && abs(p->GetActor()->spr.Angles.Pitch.Degrees()) > 2.2370))
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{
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loc.horz = input.horz = 0;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// External entry point
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//
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//---------------------------------------------------------------------------
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void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet)
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{
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if (paused || gamestate != GS_LEVEL)
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{
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loc = {};
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return;
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}
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auto const p = &ps[myconnectindex];
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InputPacket input{};
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processInputBits(p, hidInput);
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if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
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{
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processVehicleInput(p, hidInput, input, scaleAdjust);
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}
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else
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{
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processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
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}
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FinalizeInput(p, input);
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if (!SyncInput())
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{
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if (p->GetActor()->spr.extra > 0)
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{
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// Do these in the same order as the old code.
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p->Angles.RenderAngles.Yaw += p->adjustavel(input.avel);
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p->Angles.RenderAngles.Pitch += DAngle::fromDeg(input.horz);
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}
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}
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if (packet)
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{
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*packet = loc;
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loc = {};
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}
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}
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//---------------------------------------------------------------------------
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//
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// This is called from InputState::ClearAllInput and resets all static state being used here.
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//
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//---------------------------------------------------------------------------
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void GameInterface::clearlocalinputstate()
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{
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loc = {};
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}
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END_DUKE_NS
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